/Engine/Source/Runtime/Engine/Public/CharacterMovementComponentAsync.h
Contains all input and implementation required to run async character movement. Base implementation is from CharacterMovementComponent. Contains 'CharacterInput' and 'UpdatedComponentInput' represent data/impl of Character and our UpdatedComponent. All input is const, non-const data goes in output. 'AsyncSimState' points to non-const sim state.
struct FCharacterMovementComponentAsyncInput : public [Chaos::FSimCallbackInput](API\Runtime\Chaos\Chaos\FSimCallbackInput)
float
AirControl
float
AirControlBoostMultiplier
float
AirControlBoostVelocityThreshold
TSharedPtr<FCh...
AsyncSimState
This is the latest simulated state of this movement component.
bool
bAllowPhysicsRotationDuringAnimRootMotion
bool
bAlwaysCheckFloor
bool
bApplyGravityWhileJumping
bool
bCanEverCrouch
bool
bCanWalkOffLedges
bool
bCanWalkOffLedgesWhenCrouching
bool
bConstrainToPlane
bool
bDeferUpdateMoveComponent
bool
bForceMaxAccel
bool
bHasValidData
bool
bIgnoreBaseRotation
bool
bInitialized
Has this been filled out?
bool
bIsNetModeClient
bool
bMaintainHorizontalGroundVelocity
bool
bMovementStateCanJump
bool
bNavAgentPropsCanJump
bool
bOrientRotationToMovement
float
BrakingDecelerationFalling
float
BrakingDecelerationFlying
float
BrakingDecelerationSwimming
float
BrakingDecelerationWalking
float
BrakingFriction
float
BrakingFrictionFactor
float
BrakingSubStepTime
bool
bRequestedMoveUseAcceleration
bool
bRunPhysicsWithNoController
bool
bUseControllerDesiredRotation
bool
bUseFlatBaseForFloorChecks
bool
bUseSeparateBrakingFriction
bool
bWasSimulatingRootMotion
FCollisionQuery...
CapsuleParams
TUniquePtr<FCh...
CharacterInput
ECollisionChann...
CollisionChannel
FCollisionRespo...
CollisionResponseParams
EMovementMode
DefaultLandMovementMode
float
FallingLateralFriction
float
GravityZ
float
GroundFriction
FCharacterMovem...
GTInputs
FVector
InputVector
float
JumpZVelocity
float
LedgeCheckThreshold
float
MaxAcceleration
float
MaxCustomMovementSpeed
float
MaxDepenetrationWithGeometry
float
MaxDepenetrationWithGeometryAsProxy
float
MaxDepenetrationWithPawn
float
MaxDepenetrationWithPawnAsProxy
float
MaxFlySpeed
int32
MaxJumpApexAttemptsPerSimulation
int32
MaxSimulationIterations
float
MaxSimulationTimeStep
float
MaxStepHeight
float
MaxSwimSpeed
float
MaxWalkSpeed
float
MaxWalkSpeedCrouched
float
MinAnalogWalkSpeed
FCachedMovement...
MovementBaseAsyncData
ENetworkSmoothi...
NetworkSmoothingMode
float
PerchAdditionalHeight
float
PerchRadiusThreshold
float
PhysicsVolumeTerminalVelocity
FVector
PlaneConstraintNormal
FVector
PlaneConstraintOrigin
FComponentQuery...
QueryParams
Primitive component InitSweepCollisionParams
FRandomStream
RandomStream
FRootMotionAsyn...
RootMotion
FRotator
RotationRate
TUniquePtr<FUp...
UpdatedComponentInput
float
WalkableFloorZ
UWorld*
World